/// -------------------------------------------------------------------------------
/// GameEngine Framework
///
/// Copyright (C) 2024 - 2025, Hurley, Independent Studio.
/// Copyright (C) 2025, Hainan Yuanyou Information Tecdhnology Co., Ltd. Guangzhou Branch
///
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
/// -------------------------------------------------------------------------------

using SystemType = System.Type;
using SystemAttribute = System.Attribute;
using SystemAttributeUsageAttribute = System.AttributeUsageAttribute;
using SystemAttributeTargets = System.AttributeTargets;

namespace GameEngine
{
    /// <summary>
    /// 状态系统基于全局分发的属性类型定义
    /// 大概率是不会用到的，因为状态调度模块目前主要考虑给引用对象内部使用
    /// 后期可能会考虑在<see cref="CComponent"/>对象类型上进行支持
    /// 但基本不会考虑在全局范围下使用，如果业务真的有这类需求，请自行管理
    /// 
    /// 目前不考虑<see cref="CComponent"/>的原因主要是因为其与<see cref="CEntity"/>存在一对多的关联关系
    /// 当<see cref="CEntity"/>发生状态改变时，其内部的所有<see cref="CComponent"/>的状态如何变化
    /// 这个问题目前没有考虑出一个清晰的规则，所以就暂时先只考虑实体对象自身支持状态改变
    /// </summary>
    // [SystemAttributeUsage(SystemAttributeTargets.Interface | SystemAttributeTargets.Class, AllowMultiple = false, Inherited = true)]
    // public class StateSystemAttribute : SystemAttribute { public StateSystemAttribute() { } }
}
